B - Given how the new Zigur entry requirements work Drem currently have no way to enter Zigur. Given that Drem don’t inherently have spell abilities besides the Kroshkkur port and would make excellent Oozemancers, its a bit of a bummer that a Drem who lets a city of spellcasters get destroyed without lifting a finger still can’t enter Zigur.

Ok, that’s a thing it does. In your example it served as a form of ablative spell-armor in the first place in that case - if they put 3 of your talents on cooldown and hit a talent that does nothing, they got 2 “real” talents. If your “take spells off cooldown” effect hits it, you’re really only coming out even.

Clarity check - the “it” in the quoted sentence refers to their having a (mostly) useless spell. Said spell’s rare utility as ablative armor for talents that do something is, to me, less valuable than the ability for Drem to learn antimagic. Was I unclear, or were you thinking that “unknown forces” is something that Zigur would legit dislike?

While the Demented classes that begin in Kroshkkur are spell-users and thus don’t belong in Zigur, Drem don’t have spell abilities on their racial tree but their starting location forces them to have one in order to return to it, which keeps unable to enter Zigur even if they’re an Oozemancer already and could not successfully cast it. Even without the infinite turns trick I think Drem would be great Oozemancers, Solipsists, and Psyshots, all of whom would benefit from Zigur access.

e: added Solipsists to list of AM-compatible classes Drem would be rad at.

Clarity check - the “it” in the quoted sentence refers to their having a (mostly) useless spell. Said spell’s rare utility as ablative armor for talents that do something is, to me, less valuable than the ability for Drem to learn antimagic. Was I unclear, or were you thinking that “unknown forces” is something that Zigur would legit dislike?

While the Demented classes that begin in Kroshkkur are spell-users and thus don’t belong in Zigur, Drem don’t have spell abilities on their racial tree but their starting location forces them to have one in order to return to it, which keeps unable to enter Zigur even if they’re an Oozemancer already and could not successfully cast it. Even without the infinite turns trick I think Drem would be great Oozemancers and Psyshots, both of whom would benefit from Zigur access.

I misparsed your sentence. I thought you meant "I'd rather not have the game be such that Drem can use antimagic". I agree with your actual statement.

Perhaps the "Teleport X" spells should be item effects instead. You could even put them on the Orb of Scrying, which is currently only a legacy item.

On another note, I think the Zigur check should be modified to allow in characters that are antimagic or don't know any spells. It's irrelevant if an antimagic character knows spells since they can't be used.

It could come up from characters that existed before v1.5 since you could enter Zigur and go antimagic even if you knew spells. It just seems like a reasonable sanity check. If an antimagic character is barred from Zigur, something is wrong.

Also, as a Drem Oozemancer, the Angolwen doorman is terrified of me, and I can betray escorts to Zigur, they just won't let *me* in. It's like I want to be an employee and all they're offering is independent contractor status.

I agree with the idea as well. No reason Drem should be forced out of Zigur. Heck, they take Ogres! (And don't even turn them all into Krogs ;P)

No, but they want them to remove their runes and either become Krogs, or suffer their bodies shutting down under the strain of their muscles.

Yeah, there's no reason Drem should be forbidden from Zigur just because they're naturally blighted or because they lived in Kroshkkur. The Ziguranth are clear on this point: If you're touched by the Arcane and it's not your fault, they won't judge you and they'll help. (For a given value of "help," sometimes.)

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